| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/UnrealEd/Public/EditorWorldExtension.h |
Include |
#include "EditorWorldExtension.h" |
class UEditorWorldExtension : public UObject
Name | Description | ||
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OwningExtensionsCollection |
The collection of extensions that is owning this extension |
Name | Description | |
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UEditorWorldExtension() |
Default constructor |
Name | Description | |
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~UEditorWorldExtension() |
Default destructor |
Name | Description | ||
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DestroyTransientActor ( |
Destroys a transient actor we created earlier |
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EnteredSimulateInEditor() |
Give child class a chance to act on entering simulate mode |
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ExecCommand ( |
Executes command |
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UWorld * |
GetLastEditorWorld() |
Gets the world owning this extension's non-PIE valid actors when current world is a play world |
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UEditorWorld... |
GetOwningCollection() |
Get the owning collection of extensions |
|
UWorld * |
GetWorld() |
Gets the world owning this extension |
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Init() |
Initialize extension |
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InputAxis ( |
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InputKey ( |
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IsActive() |
If this extension is currently being ticked. |
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LeftSimulateInEditor ( |
Give child class a chance to act on leaving simulate mode |
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SetActive ( |
Sets if this extension should be ticked. |
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Shutdown() |
Shut down extension when world is destroyed |
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T * |
SpawnTransientSceneActor ( |
Spawns a transient actor that we can use in the current world of this extension (templated for convenience) |
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AActor * |
SpawnTransientSceneActor ( |
Spawns a transient actor that we can use in the current world of this extension |
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Tick ( |
Give base class the chance to tick |
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TransitionWorld ( |
Reparent actors to a new world |